The idea of this build is to maximize damage output while sustaining survivability. It uses high hatred spam but nets heavy hatred regen so you will always have or be gaining it back. It is a good build to familiarize yourself with DH abilities and playstyles, get a feel for the traits and can easily carry you through Hell and Act 1 inferno. Past that, you are going to want to use the more advanced build outlined later on.

ES generates 3 hatred per shot, 6 per shot with JiS. Any time you happen to run out of hatred, all it takes is a few clicks of this to spike your meter back up. The entangling effect helps with kiting elites and soloing, as well as plays into the strategy down the line. It entangles up to two enemies per shot.

Elemental Arrow with Nether Tentacles:

This is your bread and butter DPS. Nether Tentacles is AMAZING for damage for numerous reasons. All other projectiles stop upon target, except NT. It keeps firing and hits multiple targets, so you can clear out groups of enemies with 1-2 shots. Because it goes through mobs, you can use it to fire over invulnerable minions to the pack leader. It deals 155% weapon damage. It is incredibly slow moving, meaning on mid to large size mobs ONE projectile can actually hit them TWICE if they are still in the detection box (did I mention the projectile itself is huge?) effectively meaning it can deal well over 300% weapon damage per projectile. As a nice bonus, 3% of all damage dealt is converted to Health

Smoke Screen with Lingering Fog

LF extends SS to 1.5 seconds which does not sound impressive on paper (especially after the nerf) but in practice still massively useful for kiting, escaping, buying you that extra second to grab a heart or wait for your potion cool down.

Vault with Acrobatics

Great ability for covering distance and getting out of binds. Vault is the one ability that lets you move through mobs, so if you're stuck in a corner, hallway, staircase, whatever this will get you right across. Acrobatics adds a recast timer but saves valuable discipline for Smoke Screen

Fan of Knives with Hail of Knives

This is one of my absolute favorite abilities. FoK is an area of effect move that deals damage radial out from you 10 yards for 320% weapon damage. A huge amount. It also inflicts 60% slow for 2 seconds (important for later). Hail of Knives extends the range to 20 yards, doubling the radius you hit. This is great for massive crowd control damage, hitting all 3-4 elites in a pack at once (or the champion and minions). Run in, hail of knives then vault out to safety. Quick hit and run for massive damage.

Companion with Bat Companion

You activate this once and you're golden (unless you die in which case he needs to be re-summoned). He deals very very negligible damage but more importantly he gives a CONSTANT 3 hatred per second regen. This is vital for being able to spam Nether Tentacles. Between this regen, the 6 per shot generated from Entangling shot and the trait I'll outline below you should always have plenty of Hatred to spam your most damaging ability.

15% damage to bow, 50% crit damage to 2h crossbows. I do not advocate the use of 1h crossbows, ever, for math reasons I will not get into. Quiver outweighs it 99% of the time. Personally, I prefer the utter glass cannon approach with high crit rate and high crit damage, making each hit pack a punch. For this reason I personally use 2h Crossbow. However, Bow is fine and I actually recommend you keep a bow (because they attack faster) with life on hit for times you encounter Reflect Damage packs.

Vengeance

Vengeance raises your maximum Hated (what you need to spam damage ability) by 25 (huge amount) and whenever you pick up a health globe you restore 20 hatred and 2 discipline. Meaning all those globes that get dropped and you accidentally pick up when you're at full health are helping you keep your DPS up assuming you are in combat.

Sharpshooter

Sharpshooter increases your critical hit chance by 3% every second, until you critical hit something and then it resets and starts over. Instrumental in builds that are crit damage oriented for strong impact. Once you get 30% critical hit rate on your own with gear, I believe it is best to swap out Sharpshooter for something else.

Currently says: "Damage increased to slowed enemies by 15%". Not only does them being slowed make them easier to kite and solo, it not only helps with group play and crowd control, you can now effectively slow enemies with 3 different useful abilities and gain a 15% damage bonus against them in the process.

A second build for Demon Hunters is available here. Hoped these builds help some up and coming Demon Hunters.